SKIP: FAILED #version 310 es precision mediump float; struct PointLight { vec4 position; }; struct Uniforms { mat4 worldView; mat4 proj; uint numPointLights; uint color_source; vec4 color; }; layout (binding = 0) uniform Uniforms_1 { mat4 worldView; mat4 proj; uint numPointLights; uint color_source; vec4 color; } uniforms; layout (binding = 1) buffer PointLights_1 { PointLight values[]; } pointLights; uniform highp sampler2D myTexture; struct FragmentInput { vec4 position; vec4 view_position; vec4 normal; vec2 uv; vec4 color; }; struct FragmentOutput { vec4 color; }; struct tint_symbol_3 { vec4 view_position; vec4 normal; vec2 uv; vec4 color; vec4 position; }; struct tint_symbol_4 { vec4 color; }; FragmentOutput tint_symbol_inner(FragmentInput fragment) { FragmentOutput tint_symbol_1 = FragmentOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f)); tint_symbol_1.color = vec4(1.0f, 0.0f, 0.0f, 1.0f); return tint_symbol_1; } tint_symbol_4 tint_symbol(tint_symbol_3 tint_symbol_2) { FragmentInput tint_symbol_5 = FragmentInput(tint_symbol_2.position, tint_symbol_2.view_position, tint_symbol_2.normal, tint_symbol_2.uv, tint_symbol_2.color); FragmentOutput inner_result = tint_symbol_inner(tint_symbol_5); tint_symbol_4 wrapper_result = tint_symbol_4(vec4(0.0f, 0.0f, 0.0f, 0.0f)); wrapper_result.color = inner_result.color; return wrapper_result; } in vec4 view_position; in vec4 normal; in vec2 uv; in vec4 color; out vec4 color; void main() { tint_symbol_3 inputs; inputs.view_position = view_position; inputs.normal = normal; inputs.uv = uv; inputs.color = color; inputs.position = gl_FragCoord; tint_symbol_4 outputs; outputs = tint_symbol(inputs); color = outputs.color; } Error parsing GLSL shader: ERROR: 0:66: 'color' : redefinition ERROR: 1 compilation errors. No code generated.